Action Proficiencies
Class		Start		#Level
Priest		    3		      1
Rogue		    3		      1
Warrior		    3		      1
Wizard		    3		      1
	One bonus proficiency is earned every 500,000 XP

Intelligence Language Bonus
	Can be spent on NWP and AP
	Warriors can also spend them on WP

Conversion Rate
1 AP <=> 1 NWP
1 AP <=> 1WP (Warrior Only)

0.5 AP points left over
	Can be collected and used later
	Be spent as a +1 bonus to a NWP

Character Classes

	All Character start out with ONE main class.  Action Proficiencies are gained from this main class ONLY.  Dual classing is NOT allowed.
	From here they can become multi-classed, or buy certain abilities from the General list below.  Multi-classing must be bought for ALL races, even those that are given them in the DMG.  Acharacter can become multi-classes at any time, but must start the second (or third) class at 1st level and work their way up from there.  These characters are dealt with as per the normal multi-class rules in the PHB and DMG.

Level Based Abilities

	The Rogue skills and the Spellcasting skills are based on level advancement.  These abilities can ONLY be advanced by using them.  This causes some trouble because more than one XP total must be kept.
	Each time a rogue skill is used or a spell is cast, a certain amount of XP is gained [See DMG].  The character starts out at 1st level and then must use these new abilities to gain levels.  For a Character with Rogue abilities to go from 1st to 2nd level, they must use the abilities enough times to gain the experience shown on the Rogue Level [i.e.:  1250 XP].  Although slow, this makes it harder to create a SuperCharacter and encourages the character to use these abilities.  Cantrips/Orisons are cast at the same level as the character's main class.
	The exception is when the character's main class is the same as the skill gained.  If a Thief gains a new Rogue Skill, this skill would start out at base and go up when the character adds points to it.  A Priest or Wizard would not add more spells to the total that they can cast, instead they just gain a larger selection to choose from.

General Class Proficiencies

Proficiency		AP Cost		Description
Heal Self		      1		1 hp/lv/day
Luck			      1		The character gains 1 Luck Point per level.  Raise or lower a die 
					roll/reduce the damage from an attack [1:1].
					Can't change a 20 or a 1.  Start each day with max. Luck points.
Rogue Skills		      2		Gain One [1 point] skill for free.  Can get additional skills from 
					the Rogue Skill table below at listed cost.
Proficiency Crossover	      1		Can buy NonWeapon Proficiencies from a group for no extra 
					charge. [i.e.:  Thief can buy Wizard NWPs for no extra charge]
Three Classes		      3		Multi-class with three classes
Two Classes		      2		Multi-class with two classes
Warrior CON		      1		Gain the Warrior's CON bonus*
Warrior STR		      2		Gain the Warrior's Exceptional Strength bonus
* CON bonus takes affect at the NEXT level and is NOT retroactive.

Rogue Skill Abilities
Ability			AP Cost		Book
Backstab		      2		PHB
Bribe			      1*		PO:  S&P
Climb Walls		      1*		PHB
Detect Illusion		      2*		PO:  S&P
Detect Magic		      2*		PO:  S&P
Detect Noise		      1*		PHB
Escaping Bonds		      2*		PO:  S&P
Find/Remove Traps	      2*		PO:  S&P
Hide in Shadows		      1*		PHB
Move Silently		      1*		PHB
Open Locks		      2*		PHB
Pick Pockets		      2*		PHB
Skill Bonus		      1		Raise a Rogue Skill by 5%.
Tunneling		      2*		PO:  S&P
*  Use Table 19 [DMG] Modified by Table 27, 28 & 29 [PHB].
	For the PO:  S&P abilities, use an ability from Table 19 [DMG] with the same base skill [Table 27 - PO; S&P] and then modify by Table 28, 29 & 30 [PO:  S&P].  [Example:  For Bribe - Use Find/Remove Traps from Table 19 [DMG] and then modify].

	Rangers and Druids have ALL their abilities HALVED in non-natural surroundings.  The Skill Bonus Ability can be used to lower the penalties.

		See the note on Level Based Abilities Above.

THAC0 Boost		AP Cost			Hit Dice Boost		AP Cost
Priest --> Warrior		      2			1d10 --> 1d12		      4
Rogue --> Priest		      2			1d8 --> 1d10		      2
Wizard --> Rogue		      2			1d6 --> 1d8		      2
						1d4 --> 1d6		      2
	Boost takes affect at the NEXT level gained and is NOT retroactive.

Level to Gain a Class Ability
	Spend 1 AP and the level is lowered by One.
		Example:  Druid Shapeshifting is gained at 7th level.  The Druid spends 1 AP and now 
		gains Shapeshifting at 6th level.

Enhanced Statistics
	The character has increased their natural skill in the statistic chosen.  This does not actually raise the statistic, but does allow a +1 bonus to the 1d20 roll when called upon to make a check or use an applicable statistic.
	This proficiency does not, in any way, modifiy the relevant abilities associated with the statistic (i.e., to hit bonus and damage bonus for Strength, Maximum number of henchmen for Charisma, Thief skills, etc.)

Statistic		AP Cost		Class*
Strength		     1		Warrior
Dexterity	     1		Rogue
Constitution	     1		Warrior
Intelligence	     1		Priest, Wizard
Wisdom		     1		Priest, Wizard
Charisma	     1		Rogue
* Costs an additional 1 AP if not one of the suggested classes
	Example:  Enhanced Dexterity would cost a Priest/Warrior/Wizard 2 AP

General Spellcasting Proficiencies

Proficiency		AP Cost		Description
Bonus Wizard Spell	     1+		Gain a bonus spell for the characters spellbook.  Must be a spell 
					level that the character can cast. [AP cost = 1 + Spell Level.
					i.e.:  a 2nd level spell costs 3 AP]
Cantrip Casting		      2		Ability to cast Cantrips (0 lv spells) [Cantrips/Orisons]
					Wizards get Cantrip ability for free, must pay to cast Orisons.
					At 1st, cast 4 cantrips; gain 1 cantrip every 2 levels (?)
Cantrips			      1		Gain 1 Cantrip (2 if Wizard/Bard).  Must be able to cast 
					Cantrips in the first place.
Cast Priest Spells		      4		Cast Priest spells & get access to One Minor Sphere
					Don't need this ability to cast Orisons
Cast Wizard Spells	     4		Cast Wizard spells & get access to One School
					Don't need this ability to cast Cantrips
Minor Sphere Access	     1		Minor Access to One Priest Sphere
					Must be able to cast priest spells for this ability
School Updgrade		     1		Cast spells from One Wizard School
					Must be able to cast wizard spells for this ability
Sphere Upgrade		     1		Upgrade a Priest Sphere Access from Minor to Major
					Must be able to cast priest spells for this ability

Upon Gaining Spell Casting Ability
	Start on the Priest/Wizard spell advancement at 1st level
		Doesn't matter what level the character is.
		See the note on Level Based Abilities Above.

Suggested Additional Priest Spheres:
Class		Spheres
Cleric		Travelers, War, Wards
Druid		Time, Travelers
Paladin		Law, War
Ranger		Travelers, Weather

Additional Cleric/Specialty Priest Abilities

Proficiency		AP Cost		Description
Animal Empathy		     2		Similar to Ranger Ability
Casting Reduction	     1		Casting Time of Spells reduced by 1
Detect Evil		     2		Cast 1 Detect Evil Spell a day/2 levels
Detect Undead		     2		Cast 1 Detect Undead Spell a day/2 levels
Expert Healer		     2		1 additional Cure Light Wounds a day
Immunity to Magic	     3		+3 to Saving Throw (or a Saving Throw) to one type of Magic
Know Alignment		     3		Cast 1 Know Alignment Spell a day/2 levels
Weapon Selection	     1		One Edged or Tribal Weapon
Weapon Selection	     2		Any Weapon associated with their God

Additional Druid Abilites

Proficiency		AP Cost		Description
Animal Friendship	     1		Cast 1 Animal Friendship Spell a day
Cold Resistance		     1		+2 Saving Throw vs. Cold and Cold bases attacks
Immunity to Disease	     2		Immune to Natural Diseases
Purify Water		     1		Cast 1 Purify Food and Drink a day

Additional Bard Abilities

Proficiency			AP Cost		Description
Animal Friendship		     2		Cast 1 Animal Friendship Spell per day
Accelerated Spell Progression	     3		Enter Table 32 [PHB] One Level Higher
Armor & Spell Use		     1		Cast spells wearing Leather or lighter armor
Armor & Spell Use		     2		Cast spells wearing any armor usable by Bards
Defense Bonus			     2		+2 to AC if unarmored & unencumbered
Druid Spell Use			     2		Only Type of spells usable
Gymnastics			     4		See Below (^)
School Specialization		     2		Enc/Charm, Illusion,or Song
Wizard Magical Item Use		     2		Use Magical Items meant for Wizards only

Additional Bard Abilities [Dragon #256]

Proficiency		AP Cost		Description
Detect Lie		     2		Cant Detect Lie if make a Wis check
Fascinate		     1		Magnetic Personality that fascinates people
Good Reputation		     1		-2 to reaction after giving their name in a conversation
Learning Bonus		     1		All NWP cost 1 less
Missile Catch		     2		Catch Missiles [Dex + 2%/level]
Patron			     1.5		Wealthy Patron to support their creativity
Secret Identity		     1		Alter ego that is maintained on a regular basis

(^) Gymnastics Ability
	1st Edition:  Thief-Acrobat Abilities
	2nd Edition:  NWP of Jumping, Tightrope Walking and Tumbling with a +1 bonus to each

Additional Thief Abilities

Proficiency		AP Cost		Description
Bribe			     1*		PO:  S&P
Defense Bonus		     2		+2 to AC if unarmored & unencumbered
Detect Illusion		     2*		PO:  S&P
Detect Magic		     2*		PO:  S&P
Escaping Bonds		     2*		PO:  S&P
Gynmanstics		     4		See Below (^)
Tunneling		     2*		PO:  S&P

Additional Thief Abilities [Dragon #256]

Proficiency		AP Cost		Description
Animal Companion	     1		Small trained animal as a companion
Appearance Bonus	    1.5		+1 bonus to Charisma/Appearance
Bow Bonus		     1		+1 "to hit" with a bow
Bow Bonus		     2		+2 "to hit" with a bow
Called Shot Bonus	     1		+2 bonus on all Called Shots
Catlike Grace		     2		+5% to:  PP, OL, F/RT, CW, HS, MS, T, EB
Charm Resistance	     0.5		+1 Saving Throw vs. Enc/Charm spells
Charm Resistance	     1		+2 Saving Throw vs. Enc/Charm spells
Criminal Connections	     2		Familiar with criminals in the region
Curse Detection		     2		10%/level of detecting curses
Evasion			     2*		Avoid One Melee attack per round
Favors		 	     1 or 2		Someone important owes the thief a favor
History			     2		5%/level to identify a magical item
Inconspicuous		     1		Has a face, voice, and personality that are forgettable
Mentor			     2		Mentor/Trainer that will help the character
Night Vision		     1		Helps off-set the penalty to see in darkness
Noble Title		     1		Has a Minor title of Nobility.  Next to worthless
Poison Resistance	     0.5		+1 Saving Throw vs Poison
Poison Resistance	     1		+2 Saving Throw vs Poison
Protective Wards		     2/+1		Minor protective Wards.  1 for each ward learned
Scrounge		     1		Uncanny knack for finding a needed item [Wis check]
Unusual Luck		     2		Can re-roll one die per game day [ST, Prof Check, Attack Roll]

Adventuring Thief:  Charm Resistance, Curse Detection, History, Poison Resistance, Scrounge, Unusual Luck.
Urban Thief:  Appearance Bonus, Catlike Grace, Criminal Connections, Favors, Inconspicuous, Noble Title, Protective Wards.
Wilderness Thief:  Animal Companion, Bow Bonus, Call Shot Bonus, Evasion, Mentor, Night Vision.

(^) Gymnastics Ability
	1st Edition:  Thief-Acrobat Abilities
	2nd Edition:  NWP of Jumping, Tightrope Walking and Tumbling with a +1 bonus to each

Additional Fighter Abilities

Proficiency		AP Cost		Description
Building			     1		Can Construct Heavy War Machines
Defense Bonus		     2		+2 to AC if unarmored & unencumbered
Increased Movement	     1		+3 to the fighter's MV rate
Leadership		     1		Can lead large numbers of troops [200/lv]
Magic Resistance		     2		2% per level
Poison Resistance	     1		+1 to all Saving Throws vs Poison
Spell Resistance		     1		+1 to all Saving Throws vs Spells
Supervisor		     1		Supervise construction of Defensive works
War Machines		     1		Can Operate Heavy War Machines

Additional Fighter Abilities [Dragon #257]

Proficiency		AP Cost		Description
Anomalous Intuition	     2		Detect Secret Doors 1-6 [Elf 1-3]
					Surprises only on a 1 (Make Wis Check)
Athleticism		     2		+2/+10% bonus [Running, Jumping, Throwing, Climbing]
					Endurance costs 1/2 normal
Blood Oath		     1		Has a Creature as a blood enemy [+2 to hit/Damage]
Combat Sense		     2		Fighting in Dark (-3; -1 if have Blind-fighting)
					Attacking Concealed opponents (penalty reduced by 1)
					Surprise reduced by 1 in 10
Concentrated Strength	     1		Doubles chance of Bending Bars & Lifting Gates
Coup de Gras		     2		Natural 18, 19 , 20 or 5 point more to hit [double damage]
Mettle			     2		Damage from bludgeoning weapons & falling
					Halved if make a Constitution check
Mythic Lore		     2		5%/Level to know Magical/Legendary Weapons & Armor

Additional Paladin Abilities

Proficiency			AP Cost		Description
Defense Bonus			     2		+2 to AC if unarmored & unencumbered
Increased Spell Power		     1.5		Casts spells as a Priest 4 levels lower 
Increased Spell Progresssion	     2		Gains spells at 7th level
Increased Spell Progresssion	     3		Gains spells at 4th level
Poison Resistance		     2		+1 to all Saving Throws vs Poison
Resist Charm			     2		+2 to Saving Throws vs. Charm-like spells & Effects

Additional Ranger Abilities

Proficiency			AP Cost		Description
Bow Bonus			     1		+1 to Attack with a bow
Defense Bonus			     2		+2 to AC if unarmored & unencumbered
Increased Spell Power		     1.5		Casts spells as a Priest 4 levels lower 
Increased Spell Progresssion	     2		Gains spells at 6th level
Increased Spell Progresssion	     3		Gains spells at 4th level
Pass without a Trace		     2		Cast 1 Pass Without a Trace a day
Speak with Animals		     1		Cast 1 Speak with Animals a day

Additional Mage Abilities

Proficiency		AP Cost		Description
Armor			     1		Cast spells in Padded Armor
Armor			     2		Cast spells in Leather, Studded Leather Armor
Armor			     3		Cast spells in Any Armor
Automatic Spells		     1		Gain 1 bonus spell per level in One School
Casting Time Reduction	     1		Reduce the Casting time for spells in One School
Detect Magic		     2		Cast 1 Detect Magic a day/2 lvs
Dispel			     2		One spell per day
Dispel			     3		Three spells per day
Extended Duration	     3		Extend the duration for spell in One School
Followers		     2		Gain followers at 8th level
Persistent Spell Effect	     3+0.5/lv	One spell [costs 3 + 0.5 per spell level] is permanent
					Must leave one slot of the same spell level open
Read Magic		     1		Cast 1 Read Magic a day/2 lvs
Resistance to Sleep/Charm	    1		+1 to Saving Throws to Sleep/Charm spells

Additional Specialist Wizard Abilities

Proficiency		AP Cost		Description
Armor			     1		Cast spells in Padded Armor
Armor			     2		Cast spells in Leather, Studded Leather Armor
Armor			     3		Cast spells in Any Armor
Automatic Spells		     1		Gain 1 bonus spell per level in One School [Not Spec. School]
Bonus Spell		     3		Can cast 1 additional spell per level in One School
					[Not Spec. School]
Casting Time Reduction	     1		Reduce the Casting time for spells in One School
					[Not Spec. School]
Detect Magic		     2		Cast 1 Detect Magic a day/2 lvs
Dispel			     2		One spell per day
Dispel			     3		Three spells per day
Enhanced Casting Level	     2		Spec. School if 1d4 levels higher
Extended Duration	     2		Extend the duration for spell in Spec. School
Extended Duration	     3		Extend the duration for spell in One School [Not Spec. School]
Followers		     2		Gain followers at 8th level
Learning Bonus		     1.5		+25% to One School [Not Spec. School]
No Components		     1		No components for Spec. School
No Components		     1.5		No components for One School [Not Spec. School]
Persistent Spell Effect	     3+0.5/lv	One spell [costs 3 + 0.5 per spell level] is permanent
					Must leave one slot of the same spell level open
Range Boost		     1		Range of the Spec. School Spell is increased by 25%
Range Boost		     1.5		Range of One School Spell is increased by 50%
Read Magic		     1		Cast 1 Read Magic a day/2 lvs
Research Bonus		     2		Any One School [Not Spec. School]
School Knowledge	     1.5		+2 vs any One School